Fixed wall sections being rendered incorrectly if texture scale is changed, fixed gaps between tiles due to the width/height of the tile being rounded down as a result of texture scaling

This commit is contained in:
Joonas Rikkonen
2018-04-10 22:28:14 +03:00
parent 22e2c8d8c2
commit 607acb6e8a
2 changed files with 19 additions and 14 deletions

View File

@@ -164,8 +164,8 @@ namespace Barotrauma
}
Point textureOffset = new Point(
Math.Abs(rect.Location.X - sections[i].rect.Location.X),
Math.Abs(rect.Location.Y - sections[i].rect.Location.Y));
(int)(Math.Abs(rect.Location.X - sections[i].rect.Location.X) / textureScale.X),
(int)(Math.Abs(rect.Location.Y - sections[i].rect.Location.Y) / textureScale.Y));
if (flippedX && isHorizontal)
{

View File

@@ -116,12 +116,14 @@ namespace Barotrauma
// Init optional values, if not provided
if (rect.HasValue)
{
//TODO: this probably shouldn't be modifying the sourceRect of the sprite?
sourceRect = rect.Value;
}
color = color ?? Color.White;
startOffset = startOffset ?? Point.Zero;
Vector2 scale = textureScale ?? Vector2.One;
//which area of the texture to draw
Rectangle texPerspective = sourceRect;
texPerspective.Location += startOffset.Value;
targetSize = targetSize / scale;
@@ -131,28 +133,30 @@ namespace Barotrauma
//how many times the texture needs to be drawn on the y-axis
int yTiles = (int)Math.Ceiling(targetSize.Y / sourceRect.Height);
// ??
//wrap texPerspective inside the source rectangle
while (texPerspective.X >= sourceRect.Right)
texPerspective.X = sourceRect.X + (texPerspective.X - sourceRect.Right);
while (texPerspective.Y >= sourceRect.Bottom)
texPerspective.Y = sourceRect.Y + (texPerspective.Y - sourceRect.Bottom);
float top = pos.Y;
texPerspective.Height = (int)Math.Min(targetSize.Y, sourceRect.Height);
texPerspective.Height = (int)Math.Min(Math.Ceiling(targetSize.Y), sourceRect.Height);
for (int y = 0; y < yTiles; y++)
{
float movementY = texPerspective.Height * scale.Y;
texPerspective.Height = Math.Min((int)(targetSize.Y - texPerspective.Height * y), texPerspective.Height);
texPerspective.Height = Math.Min((int)Math.Ceiling(targetSize.Y - texPerspective.Height * y), texPerspective.Height);
float left = pos.X;
texPerspective.Width = (int)Math.Min(targetSize.X, sourceRect.Width);
texPerspective.Width = Math.Min((int)Math.Ceiling(targetSize.X), sourceRect.Width);
for (int x = 0; x < xTiles; x++)
{
float movementX = texPerspective.Width * scale.X;
texPerspective.Width = Math.Min((int)(targetSize.X - texPerspective.Width * x), texPerspective.Width);
texPerspective.Width = Math.Min((int)Math.Ceiling(targetSize.X - texPerspective.Width * x), texPerspective.Width);
//the edge of this tile would go over the right edge of the source rectangle,
//we need to wrap back and draw a slice from the left side
if (texPerspective.Right > sourceRect.Right)
{
int diff = texPerspective.Right - sourceRect.Right;
@@ -170,28 +174,29 @@ namespace Barotrauma
{
texPerspective.Width -= diff;
spriteBatch.Draw(texture,
new Vector2(left + texPerspective.Width, top),
new Rectangle(sourceRect.X, texPerspective.Y, (int)diff, texPerspective.Height),
new Vector2(left + texPerspective.Width * scale.X, top),
new Rectangle(sourceRect.X, texPerspective.Y, diff, texPerspective.Height),
color.Value, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
}
}
else if (texPerspective.Bottom > sourceRect.Bottom)
{
//TODO: make this work correctly on vertically flipped sprites
int diff = texPerspective.Bottom - sourceRect.Bottom;
texPerspective.Height -= diff;
spriteBatch.Draw(texture,
new Vector2(left, top + texPerspective.Height),
new Vector2(left, top + texPerspective.Height * scale.Y),
new Rectangle(texPerspective.X, sourceRect.Y, texPerspective.Width, diff),
color.Value, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
}
spriteBatch.Draw(texture, new Vector2(left, top), texPerspective, color.Value, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
spriteBatch.Draw(texture, new Vector2(left, top), texPerspective,
color.Value, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
if (texPerspective.X + movementX >= sourceRect.Right) texPerspective.X = sourceRect.X;
if (texPerspective.X + movementX >= sourceRect.Right && x < xTiles - 1) texPerspective.X = sourceRect.X;
left += movementX;
}
if (texPerspective.Y + movementY >= sourceRect.Bottom) texPerspective.Y = sourceRect.Y;
if (texPerspective.Y + movementY >= sourceRect.Bottom && y < yTiles - 1) texPerspective.Y = sourceRect.Y;
top += movementY;
}
}